Study Program of
Bachelor of Informatics
GREETINGS FROM
The Head of Informatics Study Program

SRI WINARNO Ph.D
I am very happy to welcome all students to the Informatics Study Program of Universitas Dian Nuswantoro. This institution is among the best computer departments in Indonesia. Becoming a superior study program engaging in Informatics is the vision of this major, particularly in the software engineering and intelligent system sectors. Integrated with Technopreneurship Principle, the academic program of this major is ready to provide all of the student’s future career requirements.
Regarding the current situation of high demand for the computer knowledge industry, the study program of Informatics offers the best facilities to build graduates’ careers as junior data scientists, AI developers, game developers, software engineers, system administrators, network engineers, programmers, and technopreneurs. The Informatics curriculum aims to provide theoretical as well as practical knowledge. All of its students are also given big opportunities to learn from outstanding lecturers, scientists, and educational specialists across the globe. I encourage all students to browse more information about the Informatics Study Program, do not be hesitant to contact me to seek further information.
Best Regards
The Head of Informatics Study Program
Sri Winarno, Ph.D
VISION & MISSION
Bachelor of Informatics
Vision
“Menjadi Program Studi yang Unggul di Bidang Informatika, Khususnya Bidang Rekayasa Perangkat Lunak dan Sistem Cerdas, yang Berjiwa Technopreunership dan Berwawasan Internasional pada Tahun 2023”
Mission
1. Menyelenggarakan pendidikan berkualitas di bidang informatika yang berperan strategis dalam mencerdaskan kehidupan bangsa peningkatan kesejahteraan masyarakat, serta berorientasi pada pengembangan ilmu pengetahuan dan kewirausahaan.
2. Meningkatkan program penelitian di bidang informatika khususnya bidang rekayasa perangkat lunak dan sistem cerdas yang berkualitas dan berkelanjutan.
3. Meningkatkan program pengabdian pada masyarakat yang berkualitas dan berkelanjutan.
4. Menjalin kerjasama yang berdampak pada peningkatan kualitas mahasiswa, dosen, dan organisasi.
GRADUATE PROFILE
Bachelor of Informatics
Software Engineer
Skilled programmers who possess a systematic understanding of user demands. They have the capability to design and code programs within software development teams, while also applying scientific principles to effectively solve practical errors.
Junior Data Scientist
A proficient workforce who’s responsible for collecting, analyzing, and translating data to help identify insights, in an effort to support the enhancement of organization operations and gain competitive advantage.
AI Developer
An expert analyzes and develops a program to systematically mimic the thinking process of human brains, with the goal of applying it to a specific field.
Network Engineer
Professionals who are planning the expansion of a computer network, to conduct a complex configuration to a server, hub, router, and other types of computer networks. They also write scripts or programs to enable autonomous network operations.
System Administrator
A person who’s responsible for managing the computer operation system or networks with a substantial user base, ensuring their smooth operation and addressing user demands.
Game Developer
Professionals who develop games for computer, console, and mobile devices. They are also involved in the designing process as well as creating the implementation.
STUDENTS ACTIVITY
Bachelor of Informatics




Kurikulum
Bachelor of Informatics
No | Kode | Mata Kuliah | SKS | Semester |
---|---|---|---|---|
1 | A11.54314 | PEMROGRAMAN BERBASIS WEB | 2 | 1 |
2 | N2017053 | PENDIDIKAN AGAMA KRISTEN | 2 | 1 |
3 | A11.54403 | ORGANISASI DAN ARSITEKTUR KOMPUTER | 3 | 1 |
4 | N2017056 | PENDIDIKAN AGAMA KONG HU CHU | 2 | 1 |
5 | U201704 | PENGANTAR TEKNOLOGI INFORMASI | 2 | 1 |
6 | A11.64103 | DASAR PEMROGRAMAN | 4 | 1 |
7 | A11.64102 | FISIKA | 4 | 1 |
8 | A11.64104 | KETERAMPILAN INTERPERSONAL | 2 | 1 |
9 | A11.64101 | KALKULUS | 3 | 1 |
10 | N201701 | Bahasa Indonesia | 2 | 1 |
11 | AF201704 | Dasar Dasar Komputasi | 2 | 1 |
12 | N2017054 | PENDIDIKAN AGAMA BUDHA | 2 | 1 |
13 | A11.54101 | KALKULUS 1 | 4 | 1 |
14 | N2017051 | PENDIDIKAN AGAMA ISLAM | 2 | 1 |
15 | A11.54105 | DASAR PEMROGRAMAN | 4 | 1 |
16 | N2017055 | PENDIDIKAN AGAMA HINDU | 2 | 1 |
17 | A11.54302 | MATEMATIKA DISKRIT | 3 | 1 |
18 | N2017052 | PENDIDIKAN AGAMA KATOLIK | 2 | 1 |
19 | N201707 | PENDIDIKAN PANCASILA | 2 | 2 |
20 | A11.54404 | BASIS DATA | 3 | 2 |
21 | A11.54207 | RANGKAIAN LOGIKA DIGITAL | 2 | 2 |
22 | A11.54408 | Pemrograman Web Lanjut | 2 | 2 |
23 | A11.54405 | REKAYASA PERANGKAT LUNAK | 3 | 2 |
24 | A11.54406 | LOGIKA INFORMATIKA | 3 | 2 |
25 | A11.64203 | MATEMATIKA DISKRIT | 3 | 2 |
26 | A11.54206 | ALGORITMA DAN PEMROGRAMAN | 4 | 2 |
27 | A11.64204 | ALGORITMA DAN STRUKTUR DATA | 4 | 2 |
28 | A11.54102 | FISIKA 1 | 4 | 2 |
29 | U201701 | Dasar Kewirausahaan | 2 | 2 |
30 | A11.64202 | ORGANISASI DAN ARSITEKTUR KOMPUTER | 3 | 2 |
31 | A11.64205 | INTERAKSI MANUSIA DAN KOMPUTER | 3 | 2 |
32 | A11.64201 | MATRIKS DAN RUANG VEKTOR | 3 | 2 |
33 | A11.54506 | SISTEM INFORMASI | 3 | 3 |
34 | A11.64304 | BASIS DATA | 4 | 3 |
35 | A11.54504 | REKAYASA PERANGKAT LUNAK LANJUT | 3 | 3 |
36 | A11.64306 | SISTEM OPERASI | 3 | 3 |
37 | A11.54608 | PEMROGRAMAN PERANGKAT BERGERAK | 3 | 3 |
38 | A11.54505 | SISTEM BASIS DATA | 3 | 3 |
39 | A11.54821 | PENGOLAHAN CITRA DIGITAL | 3 | 3 |
40 | A11.54303 | MATRIKS DAN RUANG VEKTOR | 3 | 3 |
41 | N201706 | PENDIDIKAN KEWARGANEGARAAN | 2 | 3 |
42 | A11.64303 | REKAYASA PERANGKAT LUNAK | 3 | 3 |
43 | A11.54501 | JARINGAN KOMPUTER | 3 | 3 |
44 | A11.64302 | LOGIKA INFORMATIKA | 3 | 3 |
45 | A11.54508 | STRATEGI ALGORITMA | 3 | 3 |
46 | A11.64301 | PROBABILITAS DAN STATISTIK | 3 | 3 |
47 | A11.54306 | STRUKTUR DATA | 4 | 3 |
48 | A11.64305 | PEMROGRAMAN BERBASIS WEB | 2 | 3 |
49 | A11.64404 | PEMROGRAMAN WEB LANJUT | 2 | 4 |
50 | A11.54507 | SISTEM OPERASI | 3 | 4 |
51 | A11.64402 | JARINGAN KOMPUTER | 3 | 4 |
52 | A11.54806 | DATA MINING | 3 | 4 |
53 | A11.64405 | PEMBELAJARAN MESIN | 3 | 4 |
54 | A11.54301 | PROBABILITAS & STATISTIK | 3 | 4 |
55 | A11.64401 | OTOMATA DAN TEORI BAHASA | 3 | 4 |
56 | A11.54402 | PEMROGRAMAN BERORIENTASI OBJEK | 4 | 4 |
57 | A11.64403 | PEMROGRAMAN BERORIENTASI OBJEK | 4 | 4 |
58 | A11.54605 | KECERDASAN BUATAN | 3 | 4 |
59 | A11.64407 | RANGKAIAN LOGIKA DIGITAL | 3 | 4 |
60 | A11.54401 | OTOMATA DAN TEORI BAHASA | 3 | 4 |
61 | A11.64406 | SISTEM BASIS DATA | 2 | 4 |
62 | A11.54845 | PROYEK PERANGKAT LUNAK | 3 | 4 |
63 | A11.54202 | FISIKA 2 | 4 | 5 |
64 | AF201703 | TECHNOPRENEURSHIP | 2 | 5 |
65 | A11.64502 | PENAMBANGAN DATA | 3 | 5 |
66 | A11.54703 | MANAJEMEN PROYEK | 3 | 5 |
67 | A11.64505 | KECERDASAN BUATAN | 3 | 5 |
68 | A11.64504 | MANAJEMEN PROYEK TEKNOLOGI INFORMASI | 3 | 5 |
69 | A11.64501 | SISTEM TERDISTRIBUSI | 3 | 5 |
70 | A11.64506 | KRIPTOGRAFI | 3 | 5 |
71 | A11.54503 | KOMPUTER GRAFIK | 3 | 5 |
72 | A11.64503 | SISTEM INFORMASI | 3 | 5 |
73 | A11.54205 | ETIKA PROFESI | 2 | 5 |
74 | A12.66621 | ANALITIKA MEDIA SOSIAL | 4 | 6 |
75 | A11.64609 | KOMPUTASI AWAN | 3 | 6 |
76 | A11.64607 | PENGOLAHAN CITRA | 3 | 6 |
77 | A14.27608 | KOMUNIKASI VISUAL PERIKLANAN | 4 | 6 |
78 | A11.54606 | KRIPTOGRAFI | 3 | 6 |
79 | A11.64606 | KOMPUTER GRAFIK | 3 | 6 |
80 | A14.27615 | FOTOGRAFI DESAIN | 3 | 6 |
81 | A11.64608 | SISTEM TEMU KEMBALI INFORMASI | 3 | 6 |
82 | A11.54603 | INTERAKSI MANUSIA DAN KOMPUTER | 3 | 6 |
83 | A11.64610 | SISTEM TERTANAM | 3 | 6 |
84 | A11.54607 | METODOLOGI PENELITIAN | 2 | 6 |
85 | A11.64601 | KOMPUTASI NUMERIK | 3 | 6 |
86 | A11.54201 | KALKULUS 2 | 4 | 6 |
87 | A11.64611 | KEAMANAN SISTEM DAN SIBER | 3 | 6 |
88 | A11.64602 | PENGEMBANGAN STARTUP DIGITAL | 2 | 6 |
89 | A11.54609 | SISTEM TERDISTRIBUSI | 3 | 6 |
90 | A11.64603 | REKAYASA KEBUTUHAN PERANGKAT LUNAK | 3 | 6 |
91 | A11.64605 | PEMROGRAMAN PERANGKAT BERGERAK | 3 | 6 |
92 | A11.54814 | OBJECT ORIENTED ANALYSIS AND DESIGN | 3 | 6 |
93 | AF201702 | Literasi Informasi | 2 | 6 |
94 | A11.54834 | WIRELESS AND MOBILE COMPUTING | 3 | 6 |
95 | A11.54829 | SOFTWARE REQUIREMENT ENGINEERING | 3 | 6 |
96 | N201702 | Bahasa Inggris | 2 | 6 |
97 | A11.54838 | RISET OPERASI | 3 | 6 |
98 | A11.54836 | PENGOLAHAN CITRA DIGITAL LANJUT | 3 | 6 |
99 | A12.66603 | PERENCANAAN STRATEGIS SISTEM INFORMASI | 3 | 6 |
100 | A11.64604 | ANALISIS DAN PERANCANGAN BERORIENTASI OBJEK | 3 | 6 |
101 | A11.64713 | ANALISIS DATA | 3 | 7 |
102 | A11.64702 | METODOLOGI PENELITIAN | 2 | 7 |
103 | A11.54702 | KERJA PRAKTEK | 2 | 7 |
104 | A11.64703 | BENGKEL KODING | 2 | 7 |
105 | A11.54701 | BIMBINGAN KARIR | 2 | 7 |
106 | A11.64704 | TUGAS AKHIR 1 | 2 | 7 |
107 | A11.64717 | LINGKUNGAN CERDAS DAN INTELIJEN | 3 | 7 |
108 | A11.54815 | PEMODELAN DAN SIMULASI | 3 | 7 |
109 | A11.64707 | PEMROGRAMAN SISI SERVER | 3 | 7 |
110 | A11.54705 | TUGAS AKHIR 1 | 2 | 7 |
111 | A11.64712 | PENGLIHATAN KOMPUTER DAN ANALISIS CITRA | 3 | 7 |
112 | A11.54823 | SISTEM TEMU KEMBALI INFORMASI | 3 | 7 |
113 | A11.64716 | FORENSIK DIGITAL | 3 | 7 |
114 | A11.54837 | GAME PROGRAMMING | 3 | 7 |
115 | A11.64715 | MANAJEMEN JARINGAN | 3 | 7 |
116 | A11.54812 | METODE NUMERIK | 3 | 7 |
117 | A11.64705 | JAMINAN KUALITAS PERANGKAT LUNAK | 3 | 7 |
118 | A11.54835 | NETWORK MANAGEMENT | 3 | 7 |
119 | A11.64710 | PEMROGRAMAN GAME | 3 | 7 |
120 | A11.54828 | SOFTWARE QUALITY AND TESTING | 3 | 7 |
121 | A11.64708 | PEMROSESAN BAHASA ALAMI BERBASIS TEKS | 3 | 7 |
122 | A11.64711 | PENGEMBANGAN GAME | 3 | 7 |
123 | A11.64709 | PEMROSESAN BAHASA ALAMI BERBASIS UCAPAN | 3 | 7 |
124 | A11.64718 | INTERNET OF THINGS | 3 | 7 |
125 | A11.64706 | PEMROGRAMAN SISI KLIEN | 3 | 7 |
126 | A11.64701 | KERJA PRAKTEK | 2 | 7 |
127 | A11.64714 | KOMPUTASI QUANTUM | 3 | 7 |
128 | A11.54801 | TUGAS AKHIR 2 | 4 | 8 |
129 | A11.64803 | TUGAS AKHIR 2 | 4 | 8 |
130 | A11.64801 | BIMBINGAN KARIR | 2 | 8 |
131 | A11.64802 | ETIKA PROFESI | 2 | 8 |